A_Detonate takes DamageType into consideration
Moderator: GZDoom Developers
- ChronoSeth
- Posts: 1631
- Joined: Mon Jul 05, 2010 2:04 pm
- Location: British Columbia
Re: A_Detonate takes DamageType into consideration
IIRC it's because projectiles always have the shooter as their "target", and A_Explode assumes that whatever is calling it is a projectile.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49223
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: A_Detonate takes DamageType into consideration
The real problem here is that any damaging attack transfers its damage type to its victim. This is needed to handle damage type specific actions. As a result the barrel will lose its own damage type. This is an inherent limitation of how Doom works. Sorry about it.
Re: A_Detonate takes DamageType into consideration
Oh, wow, so this is how we get damagetype-specific pain and death states; it simply checks the actor's current damagetype before before jumping to the related state? Some things are making more sense now.Graf Zahl wrote:The real problem here is that any damaging attack transfers its damage type to its victim. This is needed to handle damage type specific actions.

Re: A_Detonate takes DamageType into consideration
Ok that makes a lot more sense then, thanks for clearing that one up.Graf Zahl wrote:The real problem here is that any damaging attack transfers its damage type to its victim. This is needed to handle damage type specific actions. As a result the barrel will lose its own damage type. This is an inherent limitation of how Doom works. Sorry about it.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49223
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: A_Detonate takes DamageType into consideration
... and btw, A_Detonate does take DamageType into consideration, so this suggestion won't cure any of the perceived problems.